[gameprogrammer] RES: Re: Multi-Language Games

That's what I was looking for. The file format for this. XML is a great
idea! 

Thanks a lot!
Dirso.

Atenciosamente,
 
Edilson Vasconcelos de Melo Junior
Diretor de Projetos - JR Softwares
dirso@xxxxxxxxxxxxxxxxxx
dirsow@xxxxxxxxx
(19) 3243-4403 / 3213-7357 / 9213-5245
-----Mensagem original-----
De: gameprogrammer-bounce@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] Em nome de Christoph Harder
Enviada em: quarta-feira, 3 de janeiro de 2007 18:52
Para: gameprogrammer@xxxxxxxxxxxxx
Assunto: [gameprogrammer] Re: Multi-Language Games

Hello,

in our company we use excel tables in xml-format to store all texts 
(that need to be translated). Each text get an own alias and in the cpp 
source we use only those aliases to use the text (the text itself isn't 
hardcoded). e.g. we have a define Localise("blub") that reads the text 
with the name blub from the xml file (I think it uses tinyxml) and 
returns it.
The publisher just need to send those xml files to the translators and 
they can edit the text in excel, when they're finished we can put the 
tables in the gamefolder and replace the sound files.

Of couse often it is not as easy as it sounds (e.g. the tranlator 
translates the alias, text don't fit on a button ...) but it is a good 
way for publisher, developer and translator.

Depending on the languages you want you should also take a look at the 
different codepages (ansi, ascii, utf8 ...).

Regards
    Christoph


Edilson Vasconcelos de Melo Junior wrote:
>
> Hi,
>
>  
>
> What is the best way to do a multi-language game in C++? Could anyone 
> give me a sample?
>
>  
>
> Thanks a lot and Happy New Year!!!
>
> Dirso.
>
>
> --
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.5.432 / Virus Database: 268.16.4/615 - Release Date: 
> 3/1/2007 13:34
>


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